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4X The Unsurpassed Brian Reynolds' Alpha Centauri thread

Favorite Faction?


  • Total voters
    269

shywn

Savant
Joined
Feb 13, 2016
Messages
436
This is, I suppose, an easy question, something I should know already given that I've played for twenty years, but how do you get money in the early game?

At the higher difficulty levels you need to have recreation commons and hologram theatres and other drone-reducing facilities early on but... the maintenance costs of those are often prohibitive.

Energy banks, of course. But those don't help much when your base does 1-2 energy credits a turn.

It's usually only after I get tree farms and later hybrid forests and fusion labs that the money starts rolling in.

Do I just give up on forestry and build more solar collectors in the interim? Build water bases? Hunt down mind worms?


This question was sparked by a game as Roze where I had a very healthy faction but for the longest time didn't make almost any money (or lost a bit, turn by turn)...

(I remember very early on I just never built any base facility that cost money. My playstyle has changed much over the years.)
 

Cael

Arcane
Joined
Nov 1, 2017
Messages
20,578
This is, I suppose, an easy question, something I should know already given that I've played for twenty years, but how do you get money in the early game?

At the higher difficulty levels you need to have recreation commons and hologram theatres and other drone-reducing facilities early on but... the maintenance costs of those are often prohibitive.

Energy banks, of course. But those don't help much when your base does 1-2 energy credits a turn.

It's usually only after I get tree farms and later hybrid forests and fusion labs that the money starts rolling in.

Do I just give up on forestry and build more solar collectors in the interim? Build water bases? Hunt down mind worms?


This question was sparked by a game as Roze where I had a very healthy faction but for the longest time didn't make almost any money (or lost a bit, turn by turn)...

(I remember very early on I just never built any base facility that cost money. My playstyle has changed much over the years.)
Mindworm hunting is a pretty good source at the beginning, plus it gives your troops veterancy, which you really, really want to help deter that UN asshole.

Other than that, I think rivers give energy, and farm + solar collectors is probably your best bet.
 

Jason Liang

Arcane
Joined
Oct 26, 2014
Messages
8,353
Location
Crait
This is, I suppose, an easy question, something I should know already given that I've played for twenty years, but how do you get money in the early game?

At the higher difficulty levels you need to have recreation commons and hologram theatres and other drone-reducing facilities early on but... the maintenance costs of those are often prohibitive.

Energy banks, of course. But those don't help much when your base does 1-2 energy credits a turn.

It's usually only after I get tree farms and later hybrid forests and fusion labs that the money starts rolling in.

Do I just give up on forestry and build more solar collectors in the interim? Build water bases? Hunt down mind worms?


This question was sparked by a game as Roze where I had a very healthy faction but for the longest time didn't make almost any money (or lost a bit, turn by turn)...

(I remember very early on I just never built any base facility that cost money. My playstyle has changed much over the years.)
- At the start of the game, before energy cap is lifted and before crawlers, you'll want to find energy resource tiles and build bases over them.
- Rivers also provide +1 energy so forested river tiles will provide 2 energy.
- If you get the Weather Paradigm, building a Borehole over an Energy resource works well. If you are REXing, each base should be working a farm and a borehole.
- Once you get crawlers, sea crawlers assigned to your home base will provide unlimited energy being crawled from Tidal Harness tiles.
- Build minimal facilities in your bases. Most bases don't need hab complexes until much, much later. Just build Recycling Tanks and Recreation Commons to start. You shouldn't need Network Nodes/ Hologram Theaters if you keep your populations low, unless you are playing Zak.
 

civac2

Novice
Joined
Jan 22, 2022
Messages
33
This is, I suppose, an easy question, something I should know already given that I've played for twenty years, but how do you get money in the early game?

At the higher difficulty levels you need to have recreation commons and hologram theatres and other drone-reducing facilities early on but... the maintenance costs of those are often prohibitive.

Energy banks, of course. But those don't help much when your base does 1-2 energy credits a turn.

It's usually only after I get tree farms and later hybrid forests and fusion labs that the money starts rolling in.

Do I just give up on forestry and build more solar collectors in the interim? Build water bases? Hunt down mind worms?


This question was sparked by a game as Roze where I had a very healthy faction but for the longest time didn't make almost any money (or lost a bit, turn by turn)...

(I remember very early on I just never built any base facility that cost money. My playstyle has changed much over the years.)

Optimally, early on you should try to limit base sizes to 1, only going up to 2 when construsting a colony pod. It's not necessarily fun plaing like that.

Efficient drone control is always tricky. Some combination of police units with Nonlethal Methods if you don't use FM, certain Secret Projects, the psych slider if you do use FM and the nerve stapler usually works depending on your faction. There is not always a good solution. Recreation Commons are defensible builds but Holotheaters are terrible. I'd look hard for a way to avoid making them.
 

Absinthe

Arcane
Joined
Jan 6, 2012
Messages
4,062
This is, I suppose, an easy question, something I should know already given that I've played for twenty years, but how do you get money in the early game?

At the higher difficulty levels you need to have recreation commons and hologram theatres and other drone-reducing facilities early on but... the maintenance costs of those are often prohibitive.

Energy banks, of course. But those don't help much when your base does 1-2 energy credits a turn.

It's usually only after I get tree farms and later hybrid forests and fusion labs that the money starts rolling in.

Do I just give up on forestry and build more solar collectors in the interim? Build water bases? Hunt down mind worms?
Plant forests on rivers. Mind worm hunting is also good, but you usually need fungal river tiles for that sort of thing to be properly lucrative. You can also set citizens to Technician for 3 energy if your base is pop capped or you want to keep it from growing. Early on, if you want to rake in cash, you usually go Free Market, maybe Wealth too, which makes your forests give you 2 energy even if they're not on river tiles. Rushing Recycling Plants in bases is pretty much a must and later on you should get tons of Energy Banks, yes.

Farms and solar collectors are really not a bad call if they make at least 2 nutrients and 2 energy. Part of the question here is how strong your terraforming game is, because if your bases are regularly working unimproved tiles that's going to be a major factor in why your energy game is so bad. Usually you want giant roving armies of terraformers improving all your tiles with a quickness as you keep founding new cities.

You also need to pay attention to your treaties and pacts, as this impacts your commerce income (which is zero if you're under sanctions). Planetary governorhood also makes every commerce route produce +1 energy.

If you have Weather Paradigm every energy and mineral resource should be a borehole. If resource caps are lifted, boreholing is pretty much a must, as long as you can manage the ecodamage.

Water bases are an option once you've lifted resource caps, assuming you're playing SMAX, where you have facilities to boost resource yields.

Energy parks are also underrated, where you create a terrain filled with solar collectors and echelon mirrors.

High maintenance facilities generally should not be rushed tbh, and you can use SPs like Virtual World to get free Hologram Theatres which gives you a minerals-saving advantage in addition to saving on maintenance costs. I assume you're also using basic defenders with non-lethal methods to control drones. On Transcend difficulty 1 non-lethal methods defender + Recreation Commons will already cover 5 pop or less. You usually don't need to push bases to 7 pop early on, especially if you don't have decent tiles for the extra pop to work.

If you're playing with supply crawlers then obviously you can go crawl for much more energy than your base could normally produce along with pulling stunts like 100% specialist bases because you can't have drones that way.

Also you can just rob people of energy by either seizing bases or sending probes. Probes in particular are a neat way to supplement your income.
 
Joined
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Messages
14,269
Is there any good resource on how diplomacy works? Specifically I'd be interested in why every AI always hates me eventually despite me being middle of the pack in strength, including AIs that I don't even share a border with.
 

Cael

Arcane
Joined
Nov 1, 2017
Messages
20,578
Is there any good resource on how diplomacy works? Specifically I'd be interested in why every AI always hates me eventually despite me being middle of the pack in strength, including AIs that I don't even share a border with.
The AI is welded on to probes, and one of the things probes can do is frame you for someone else's actions. Eventually, the AI will anger each other using probes to the point they declare war on you.
 
Joined
Jan 7, 2012
Messages
14,269
Is there any good resource on how diplomacy works? Specifically I'd be interested in why every AI always hates me eventually despite me being middle of the pack in strength, including AIs that I don't even share a border with.
The AI is welded on to probes, and one of the things probes can do is frame you for someone else's actions. Eventually, the AI will anger each other using probes to the point they declare war on you.
Don't you get notifications if you are framed or something?

Either way I'm fairly sure it's not that. Every game I play everyone is "Seething" or worse (also be interested if anyone has a chart that shows what the relative levels are). Even when I give them all my tech to fuck off, 10 turns later they hate me again.

My thought is that its something like:

- Having too many bases/territory (especially any amount of ICS might fuck you?)
- Having too many crawlers/formers (AI is jealous of your economy?)
- Having too little military (AI gets aggressive because it thinks it can win?)
 

Cael

Arcane
Joined
Nov 1, 2017
Messages
20,578
Is there any good resource on how diplomacy works? Specifically I'd be interested in why every AI always hates me eventually despite me being middle of the pack in strength, including AIs that I don't even share a border with.
The AI is welded on to probes, and one of the things probes can do is frame you for someone else's actions. Eventually, the AI will anger each other using probes to the point they declare war on you.
Don't you get notifications if you are framed or something?

Either way I'm fairly sure it's not that. Every game I play everyone is "Seething" or worse (also be interested if anyone has a chart that shows what the relative levels are). Even when I give them all my tech to fuck off, 10 turns later they hate me again.

My thought is that its something like:

- Having too many bases/territory (especially any amount of ICS might fuck you?)
- Having too many crawlers/formers (AI is jealous of your economy?)
- Having too little military (AI gets aggressive because it thinks it can win?)
Not always for probes, I think.

But being weaker than them militarily is a recipe for war declarations. All of the AI are basically warmongers, especially the "Peacekeepers".
 

passerby

Arcane
Joined
Nov 16, 2016
Messages
2,788
Is there any good resource on how diplomacy works? Specifically I'd be interested in why every AI always hates me eventually despite me being middle of the pack in strength, including AIs that I don't even share a border with.
The AI is welded on to probes, and one of the things probes can do is frame you for someone else's actions. Eventually, the AI will anger each other using probes to the point they declare war on you.
Don't you get notifications if you are framed or something?

Either way I'm fairly sure it's not that. Every game I play everyone is "Seething" or worse (also be interested if anyone has a chart that shows what the relative levels are). Even when I give them all my tech to fuck off, 10 turns later they hate me again.

My thought is that its something like:

- Having too many bases/territory (especially any amount of ICS might fuck you?)
- Having too many crawlers/formers (AI is jealous of your economy?)
- Having too little military (AI gets aggressive because it thinks it can win?)
If you are leading on the power chart, you get huge negative bonus to AI disposition and it becomes impossible to be friendly.
Unless you had peace/pact before you jumped on top and they have hostilities with some other neighbor and/or they are weak and not 2nd, or 3rd place contenders.

If you build a base close enough to the border that they loose a territory within their base workable radius because of that, they'll hate you for it almost like the two of you had war.
If you have very few military units, everyone becomes hostile and demands a lot of free shit from you.
 
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Joined
Jan 7, 2012
Messages
14,269
Well I'm definitely not leading in power

vd5Lx5B.png


I'm guessing it's military, people seem to like me more since I built one. Or it's just because fucking everyone hates Yang so me attacking them offsets whatever constant relations decline I get.

I suppose the problem is that on higher difficulties (and I'm playing with the Thinker mod) the AI spams units and doesn't recognize that your quality advantage dwarfs their quantity advantage.

I also play with tech stagnation, maybe the diplomatic changes aren't slowed down to account for the slower pace of the game? Or the AI jealousy for having lots of production doesn't adjust for the fact that you end up with more in longer games?
 
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Cael

Arcane
Joined
Nov 1, 2017
Messages
20,578
Defense is generally bad in AC. You're generally better off on the attack, so the quality advantage doesn't mean much unless you somehow get into a situation where your defense is higher than their offence.
 
Joined
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Messages
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In case anyone cares, apparently Thinker mod completely redoes how tech cost works. Rather than tech cost increasing based upon the amount of techs you already know, tech cost is based on the tier of the tech (though the first 6 or so get decreased cost based on how many you know). Took me forever to find this out and directly conflicts with some of what the mod claims.


Not sure how I feel about this. On the one hand, it reduces the players ability to cheese the system by beelining certain high level techs, and it helps the AI. On the other hand it kind of means a lot of the uniqueness of the system is gone, and if low tier techs are cheap there's no reason not to stay on-time with e.g. military tech if you have a strong economy.


The mod does enough other things and helps the AI hugely in staying competitive though so I think it's overall still a mod I'd recommend.

Just look at Deidre's bases this game. This was only Thinker difficulty level too. She was keeping up on tech fairly well. Only thing the AI didn't handle well was global warming, no ability to pre-raise terrain and avoid losing all the improvements to the ocean hobbled her a bit.

pXCAXXG.jpg


Them defenseless bases just lying there :prosper:
Its like you're ringing the dinner bell for the fungal bloom mindworms and Locusts of Chiron flying around. Ding ding ding, eat the rich!
Time for Dinner, Planetmind! Ding ding ding!


The Morgan Way is to just rush upgrade all your crawlers to counter whatever you need to defend against. I was pretty much clean for most of the game too, think I was in this screenshot. Definitely was clean everywhere but the capital.

Defense is generally bad in AC. You're generally better off on the attack, so the quality advantage doesn't mean much unless you somehow get into a situation where your defense is higher than their offence.
Not really true at all if you stack all the defensive modifiers and morale. Though I was talking about my offensive quality, my weapons and unit abilities were way ahead of them and my units were purely elite.
 

Cael

Arcane
Joined
Nov 1, 2017
Messages
20,578
Defense is generally bad in AC. You're generally better off on the attack, so the quality advantage doesn't mean much unless you somehow get into a situation where your defense is higher than their offence.
Not really true at all if you stack all the defensive modifiers and morale. Though I was talking about my offensive quality, my weapons and unit abilities were way ahead of them and my units were purely elite.
I was referring to the fact you can only attack once per unit per turn. If you are outnumbered 4 to 1, you can take out 1/4 of their units, but it is doubtful you will withstand the 3 attacks per unit you are going to eat in return.
 
Joined
Jan 7, 2012
Messages
14,269
Defense is generally bad in AC. You're generally better off on the attack, so the quality advantage doesn't mean much unless you somehow get into a situation where your defense is higher than their offence.
Not really true at all if you stack all the defensive modifiers and morale. Though I was talking about my offensive quality, my weapons and unit abilities were way ahead of them and my units were purely elite.
I was referring to the fact you can only attack once per unit per turn. If you are outnumbered 4 to 1, you can take out 1/4 of their units, but it is doubtful you will withstand the 3 attacks per unit you are going to eat in return.

Elite rovers can attack twice and still run away (I only use rovers really, not infantry), and unless the enemies are in bases they'll take massive splash damage with each won fight. If they are in bases then I siege it with artillery first. And I probably soften everything with artillery anyway just to lower the damage my attacking rovers take. Also I'm running Free Market so spending time outside my borders is a no-no anyway until I can unlock punishment sphere and then assign all military units to the one base that has it.

For what its worth, when I'm talking about the AI having a Quantity advantage to my Quality, I'm not talking 1 unit vs 4 units, Deirde's military by the end game counted 159 land units, 50 naval units and 64 air units to my military of ~70 units (though I do apparently have 247 non-military units), and when I took out Yang it was with ~10 offensive rovers, 10ish artillery rovers to soften stacks, 4 defensive infantry, and 5 probe teams to take out defenses. Yang completely crumbled in the open field thanks to elite rovers but in bases it required everything working together to take them without casualties just because there's so many defensive modifiers to stack. It's like +100% perimeter defense +25% Sensor +25% GSP and then another 25-37%ish morale. AI is not messing around in thinker mod.
 
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oldbonebrown

Arcane
Joined
Jun 2, 2017
Messages
850
Location
TELAH
I don't understand why some terrain enhancements disappear when the water levels change due to climate change
not talking about things getting submerged, but lots of terrain enhancements just seem to disappear irregardless when it happens. How does this work?
 

Nevill

Arcane
Joined
Jun 6, 2009
Messages
11,211
Shadorwun: Hong Kong
I assume it works this way.

If the square is about to get submerged (marked ENDANGERED in red), it drowns in the next few turns. Drowned squares do not keep their terraforming, obviously - you can check it in the map editor.

However, the map only allows one level of difference between the neighbouring squares. If that square neighbours another higher than 1000m, the map corrects itself and forces the tile upwards after drowning. You do not see the tile drown and rise as it happens back-to-back, but it does.* Units in the tile may disappear, too, and if you aren't careful, you might lose cities as well. One turn there's a low-pop city, the next there is an empty tile and no notification whatsoever. High-pop cities without the Pressure Dome would just shrink in size.

* Actually, you can see it sometimes, when a mid-turn event pauses the game after the turn has ended and the tile has drowned, but before the game has recalculated the map for the next turn. It is extremely rare, but I think I caught it a few times in MP games screenshots when the map shows water tiles, and there is no water there on the next turn.

I advise you to check if the missing terraforming occurs in endangered squares next to higher elevations. Do you have a save of it happening? Put units in those tiles and check if they survive after a few turns. 10m altitudes work best, for obvious reasons (there is such a thing as gradual drowning, but not when the altitude is at the minimum).

Rivers are the worst; they tend to change their beds after the change of elevations, and make new beds afterwards. Map rules state that rivers flow downhill, meaning every tile downstream must have a lower elevation than the one before it, unless it's already at the lowest possible altitude of 10m above the sea level. This causes a lot of territory alongside rivers to be at the lowest altitude subject to flooding, and raising the terrain doesn't help because the river finds a new path and plunges the altitude back down alongside it. Worse yet, it re-plots the course every time there is flooding, causing new 10m ENDANGERED squares to appear where there were none before. Even if your tile is 500m above ground, a few turns later it can get reduced to 10m if a river runs through it. This is why you need to constantly monitor altitude changes. I think there was a program/mod to make it easier/less tedious, PRACX or something?
 
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Self-Ejected

Dadd

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How do you stop the audio popping when you run this with Wine?
 

Induktio

Novice
Joined
May 26, 2020
Messages
23
Recently I released a new version of Thinker. This version deals with probe team changes and offers a way to setup reduced movement speeds for magtubes and some other smaller fixes.

Regarding the previous poster not knowing about changed tech cost mechanic, not sure what to say there since this feature is prominently explained in both details.md and thinker.ini. This mod doesn't claim the be 100% vanilla mechanics either, but it's trying to walk the fine line between fixing some balance issues, and not going so far as to mod the game into something unrecognizable. There's so much interesting world building in the original game, so the mod is trying to preserve most of it there, unless some balance fixes are required. In any case, it's nice to read gameplay stories about the mod. You can also post these in github discussions.
 
Joined
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Messages
14,269
Recently I released a new version of Thinker. This version deals with probe team changes and offers a way to setup reduced movement speeds for magtubes and some other smaller fixes.

Regarding the previous poster not knowing about changed tech cost mechanic, not sure what to say there since this feature is prominently explained in both details.md and thinker.ini. This mod doesn't claim the be 100% vanilla mechanics either, but it's trying to walk the fine line between fixing some balance issues, and not going so far as to mod the game into something unrecognizable. There's so much interesting world building in the original game, so the mod is trying to preserve most of it there, unless some balance fixes are required. In any case, it's nice to read gameplay stories about the mod. You can also post these in github discussions.
I didn't read details, I'd have assumed that such a big change was in the main feature list. Especially as its kind of unexpected in a mod that seems primarily about AI, and it's important for players to know. The details page is really long. It's also a problem since tech cost is never displayed in-game, if that was something you could add it'd be great since techs now cost different amounts.

While you're here, a feature request I'd like to make is for the city automation to properly avoid drone riots. I *think* the issue is that automation is too early in the turn processing order so that it does its stuff, then there's other things that can modify # of drones (like pop growth most notably), and then the drone riot strike happens. If you could offer an option to change that it'd be great. You might just make it so that pop growth can't produce a drone riot on the turn a pop grows, I think pop growth is the main culprit. I think it'd help the AI a ton too, I see them getting a lot of drone riots.

Also, do you have any insight into how AI diplomacy works and why it always seems to hate me (presumably other players as well?)
 
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Induktio

Novice
Joined
May 26, 2020
Messages
23
> I didn't read details, I'd have assumed that such a big change was in the main feature list. Especially as its kind of unexpected in a mod that seems primarily about AI, and it's important for players to know.

The list of features shown on the main page is not anywhere close to containing all of the changes in the mod. If I started to list the items there in more detail, then some people would probably complain "why is X mentioned but Y is not" etc. That's why the important info is on details.md because it would be too long to be included on the main page, as can be observed. Anyway I did some updates on the documentation.

> While you're here, a feature request I'd like to make is for the city automation to properly avoid drone riots.

Sure, in the original game the drone/psych feature is really flawed since it causes extreme amounts of micromanagement because one population increase can easily throw a dozen bases into drone riot every turn. If I was rewriting this feature, the game could include some kind of option "convert all unhappy population into specialists" for governors.

But I'm not sure if there's a simple way to fix the governors because the code that manages base psych/population is really messy. The solution would have to rewrite parts of the turn processing code to give a chance for the governors to adjust specialists and calculate the psych effects accurately. If it was easily fixed, I would have probably included it already.

>Also, do you have any insight into how AI diplomacy works and why it always seems to hate me (presumably other players as well?)

Does it happen more often than in the vanilla game? From memory it is really common for them to have "Seething" mood unless you're allied etc. Having conflicting social engineering choices will also affect relations really badly.
 
Joined
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The list of features shown on the main page is not anywhere close to containing all of the changes in the mod. If I started to list the items there in more detail, then some people would probably complain "why is X mentioned but Y is not" etc. That's why the important info is on details.md because it would be too long to be included on the main page, as can be observed. Anyway I did some updates on the documentation.
Consider adding a table of contents to the details page so people can scan it over and get the gist of the changes.

Does it happen more often than in the vanilla game? From memory it is really common for them to have "Seething" mood unless you're allied etc. Having conflicting social engineering choices will also affect relations really badly.
I don't think it's necessarily anything to do with Thinker mod, was just wondering if you had any insight into the AI's relation logic. It's always seemed weird that AIs on the other side of the planet and not directly opposed SE choices seem to still automatically hate me fairly quickly after meeting me unless I constantly bribe them with tech or am allied to them and fighting the same enemy.

Sure, in the original game the drone/psych feature is really flawed since it causes extreme amounts of micromanagement because one population increase can easily throw a dozen bases into drone riot every turn. If I was rewriting this feature, the game could include some kind of option "convert all unhappy population into specialists" for governors.

But I'm not sure if there's a simple way to fix the governors because the code that manages base psych/population is really messy. The solution would have to rewrite parts of the turn processing code to give a chance for the governors to adjust specialists and calculate the psych effects accurately. If it was easily fixed, I would have probably included it already.

I checked around because I thought I remember playing with something that fixed this, and apparently Yitzi's patch does. Maybe you can look at what he does?

https://alphacentauri2.info/wiki/New_alphax_variables_in_Yitzi's_patch

17. The game can be set to not recalculate base properties after growing or building; this prevents nasty surprises such as drone riots due to population growth or ecodamage due to building a production-enhancing facility.

I have looked at the AI in lategame thinker mod and I've seen that some of them really seem stuck in Drone Riot hell. I'd guess its a side effect of AI building more and bigger cities.
 
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Induktio

Novice
Joined
May 26, 2020
Messages
23
Consider adding a table of contents to the details page so people can scan it over and get the gist of the changes.
Table of contents is actually automatically supported in Github, but the GUI is really non-obvious in this one. It's easy to miss the button in upper left corner that opens the menu.
https://github.blog/changelog/2021-04-13-table-of-contents-support-in-markdown-files/

I don't think it's necessarily anything to do with Thinker mod, was just wondering if you had any insight into the AI's relation logic. It's always seemed weird that AIs on the other side of the planet and not directly opposed SE choices seem to still automatically hate me fairly quickly after meeting me unless I constantly bribe them with tech or am allied to them and fighting the same enemy.
That's one of the oddities of the default AI, having "bad" relations is more like a rule than an exception. Partially it might be related to some difficulty related modifiers but I'm not entirely sure how those work in detail.

I checked around because I thought I remember playing with something that fixed this, and apparently Yitzi's patch does. Maybe you can look at what he does?

https://alphacentauri2.info/wiki/New_alphax_variables_in_Yitzi's_patch
17. The game can be set to not recalculate base properties after growing or building; this prevents nasty surprises such as drone riots due to population growth or ecodamage due to building a production-enhancing facility.
One of the problems with Yitzi's patch and the reason why I didn't build any features on it, is that it's presented as an opaque binary blob that didn't offer any insight as to how those features were implemented in binary patches. It's easy to do a binary diff between the executables but it doesn't really explain which change is related to which feature and would be extremely cumbersome to maintain, compared to mods that are written as C++ code.

The wording here "The game can be set" implies this is a configuration option. Another problem with the patch is that it uses non-standard version of alphax.txt, adding extra lines, that is incompatible with the default alphax.txt format. So I'm not sure how this recalculation change was actually implemented in binary code. If there are enough old versions available, one way to figure this out would be to do a diff between a version that had this change and the one immediately before it was introduced. Rather than trying to disassemble the binary patches, sometimes it's just faster to rewrite the whole patch in some other means. It might be the case here, but I'm not sure if doing so could have side effects elsewhere in the base handling code. Have to think about it more.
 
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Irata

Scholar
Joined
Mar 14, 2018
Messages
304
How do you stop the audio popping when you run this with Wine?
This solution worked for me:
https://af.gog.com/forum/sid_meier_s_alpha_centauri_/fix_for_static_sound?as=1649904300

I forgot that I had this issue too. I'm glad I was able to find it in case something happens and I have to reinstall the game again.

I came across this as well
https://alphacentauri2.info/wiki/Installing
I only glanced at it, but it seems like the script is the same as the one on Gog for the most part. If the first one doesn't work maybe this one will?
 
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Dadd

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How do you stop the audio popping when you run this with Wine?
This solution worked for me:
https://af.gog.com/forum/sid_meier_s_alpha_centauri_/fix_for_static_sound?as=1649904300

I forgot that I had this issue too. I'm glad I was able to find it in case something happens and I have to reinstall the game again.

I came across this as well
https://alphacentauri2.info/wiki/Installing
I only glanced at it, but it seems like the script is the same as the one on Gog for the most part. If the first one doesn't work maybe this one will?
Thanks. It didn't work for me, but I will experiment with this more.
 

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